Weapon Master revision [Archive] - Wizards Community

Post/Author/DateTimePost
imakuni67

09-01-07, 02:45 PM
The Weapon Master

The Weapon Master is a master of one, where one is his weapon. He lives and dies with his weapon. A weapon master seeks to make his chosen weapon not just a simple tool but an extension of his limb.

Requirements:

Base Attack Bonus: +5
Skills: Intimidate 4 ranks
Feats: Weapon Focus in a melee weapon, Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack

Game Rule Information
The Weapon Master has the following game statistics.
Hit Die: d10
Saving Throws: As rogue
Base Attack Bonus: As fighter
Class Skills: The weapon master's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

Table: Weapon Master
Level BAB Fort Ref Will Special

1st +1 +0 +2 +0 Weapon Lore, Ki Damage, Weapon of Choice
2nd +2 +0 +3 +0 Quick Draw, One With Weapon
3rd +3 +1 +3 +1 Greater Weapon Focus
4th +4 +1 +4 +1 Adapt Weapon, Uncanny Dodge
5th +5 +1 +4 +1 Increased Multipier
6th +6 +2 +5 +2
7th +7 +2 +5 +2 Ki Critical
8th +8 +2 +6 +2 Improved Uncanny Dodge
9th +9 +3 +6 +3
10th +10 +3 +7 +3 Terrifying Critical


Weapon and Armor Proficiency:
A Weapon Master is light armor and medium armor, but gains no weapon proficiency as he escews other weapons for his chosen weapon.

Weapon of Choice:
When a character acquires their first level of weapon master, they must select a single manufactured melee weapon type (for example, longsword or dwarven waraxe) as their weapon of choice. Their weapon master abilities only function when they have a weapon of that type equipped.

Ki Damage (ex):
Once per day per class level, a weapon master may choose to make a special attack with their weapon of choice. This move is a swift action. If this attack hits, it automatically inflicts maximum damage. If a critical hit is made, all additional die damage deals maximum damage as well.

Weapon Lore:
A weapon master has supreme knowledge of the quality and manufacture of his chosen weapon. He gets a +4 insight bonus on Appraise and Craft (Weaponsmithing) checks related to his chosen weapon. In addition, his weapon master level stacks with his fighter level (if any) to determine if he can qualify for feats.

Quick Draw:
A Weapon Master effectively gains the Quick Draw feat, except it only functions for his chosen weapon.

One With Weapon:
The weapon master is familiar with his weapon and gets a +2 bonus on opposed rolls attempting to disarm or sunder his chosen weapon. The weapon master also gets a +2 bonus to confirm critical hits with his chosen weapon and a +2 insight bonus to Intimidate while weilding his chosen weapon.

Greater Weapon Focus:
At 3rd level, the weapon master gains Greater Weapon Focus as a bonus feat.

Adapt Weapon:
At 4th level, a weapon master has studies the properties of his weapon further and gains additional bonus with his chosen weapon based on it's qualities:


If the weapon can be used to trip, it gives an additional +2 bonus to the trip attack.
If the weapon gives a bonus to disarm, it gives an additional +2 bonus to the disarm attempt.
If the weapon master has weapon finesse and his chosen weapon can be used with weapon finesse, he may use half his dexterity modifier instead of his strength modifier to damage rolls.
If the weapon gives a bonus to bonus to sleight of hand checks to conceal it, it gets and additional +2 bonus to the check.
If your chosen weapon can be throw, you get +10 to range with the weapon when throwing it.
If the chosen weapon has reach, the weapon master may attack adjacent opponents with it with a -4 penalty to the attack roll.
If the chosen weapon is a whip, you don't provoke attacks of oppurtunities for use it in melee.

Uncanny Dodge (Ex):
At 4th level, a weapon master retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a weapon master already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Increased Multiplier:
At 5th level, the weapon master’s critical multiplier with their chosen weapon increases by +1, i.e. x2 becomes x3, x3 becomes x4, etc.

Ki Critical
At 7th level, the weapon master increases their threat range by 2 when using their weapon of choice. For example, a longsword normally has a threat range of 19-20. In the hands of a 7th-level weapon master with the longsword as their weapon of choice, it threatens on a 17-20. This stacks with the feat Improved Critical, but not with the Keen special quality or similar effects.

Improved Uncanny Dodge (Ex):
At 8th level and higher, a weapon master can no longer be flanked. This defense denies a rogue the ability to sneak attack the weapon master by flanking him, unless the attacker has at least four more rogue levels than the target has weapon master levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Terrifying Critical (Ex):
At 10th level, a weapon master's deadly blows strike fear into the hearts of their opponents. After making a critical hit against an opponent, roll an Intimidate check. Add a +2 bonus to the check if the critical hit dropped that opponent. All opponents within 30 feet must make a Will saving throw (DC = Intimidate check) or succumb to Fear (as the spell) for 2d6 rounds. This ability affects only opponents with fewer Hit Dice than the Weapon Master has. An opponent that succeeds on the saving throw is immune to the Weapon Master's Terrifying Critical for 24 hours.
Khatoblepas

09-02-07, 09:25 AM
Base Attack Bonus: +5
Skills: Intimidate 4 ranks
Feats: Weapon Focus in a melee weapon, Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack

Too many feats all over the place. Cut it down a little, or make the feats more generic. What if you want a hard-hitting Weapon Master? These manueverability feat'd be useless.

Class Skills: The fiend hunter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Fiends?! Mwaha!


Weapon and Armor Proficiency:
A Weapon Master is light armor and medium armor, but gains no weapon proficiency as he eschews other weapons for his chosen weapon.
Does this mean he cannot use any other weapon other than the one he's trained in?

Ki Damage:
Once per day per class level, a weapon master may choose to make a special attack with their weapon of choice. If this attack hits, it automatically inflicts maximum damage.
How does this interact with critical hits?


Ki Critical
At 7th level, the weapon master increases their threat range by 2 when using their weapon of choice. For example, a longsword normally has a threat range of 19-20. In the hands of a 7th-level weapon master with the longsword as their weapon of choice, it threatens on a 17-20.
How does this interact with the keen weapon quality? Improved Critical?

Terrifying Critical (Ex):
At 10th level, a weapon master's deadly blows strike fear into the hearts of their opponents. When damaged by a critical hit, the opponent must make a Will saving throw (DC = 1/2 Class Level + Damage Dealt) or be affected as per the Fear spell (as if cast by a wizard of 1/2 class level). A creature effected this way is immune to additional terrifying criticals for 1 day.

I'd say it only becomes immune to the fear effect if it succeeds on the save. Also, a dragon's Fearsome Presence (activated on critical hit) might be a bit more mechanically sound here. In fact, just Fearsome Presence whilst using his chosen weapon would be a perfect capstone.
imakuni67

09-02-07, 11:48 AM
1. I was just going by the original version, having whirlwind attack and weapon focus and I think it makes sense.

2. Err...I copied my coding from my other PRC (http://forums.gleemax.com/showthread.php?t=915294). Whoops!

3. He can use other weapons, but I just wanted to add some flavor in the weapon proficiencies. I've seen it done before.

4. Yes, it works with critical hits...the scythe master is nuts...

5.

6. Dragonesque fear would be better (with a lower save of course), you are right.
fatmonkey

09-06-07, 02:43 AM
Ki Damage: What action is the special action? Also you should edit your first post to specify the interaction with critical hits.

Ki Critical: Normally increased threat range is not allowed to stack with similar effects if you want this to you should state that in the ability.
imakuni67

09-06-07, 06:17 PM
Updated with crit stacking and fear auras in mind.